Then with a collection of free plugins (which will be listed at the end of the article) I set about bringing my dream into reality. This was a fairly quick process, I'd say it only took me 1-2 hours (including making the floor plan. Which I didn't invest a lot of time on.)
So with this done what I spend my next 1-2 hours doing is hiding walls and removing coplanar faces. When I draw a wall that comes out of another one, the end of my second wall meets part of the face on my first wall. These two faces occupy the same space and are hidden geometries so with the goal of improving the quality of the model I set about deleting these faces.
With that done I exported as a .Obj, loaded into blender, and found the stairs about ten times bigger hovering quite far away from the room. To solve this I made the whole scene into one component essentially binding the separate parts of the model. Imported into blender and found everything was in order.
So I imported the .blend file to JMonkey to see the initial results. And my god was I surprised! The surfaces were all flickering and all the doorways seem to flicker in and out of existence. This wasn't what I'd seen in blender and it was definitely a surprise. I'd seen some flicker on the floor in some patches in blender but nothing to this extent. (unfortunately I didn't screenshot this monster).
The flicker was I found down to duplicate faces, it seemed that sketchup had overlaying faces. Now I'm no expert on the 3D assets front but any software that doubles the number of faces required seems to be a no go for me. But I expected some tweaking in blender so I selected all the vertices in edit mode and then pressed: w -> delete duplicates. Over 500 vertices were removed, so in other words things were looking pretty bad.
Imported into JMonkey. Less flicker but still flicker, and more disturbingly the doorways were still obscured. Something which I did manage to screenshot:
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That rectangle on the right... That shouldn't be there. In fact none of the black bits should |
Okay. Time to google.
From my googling I found two programs: Meshlab and Netfabb basic, I used Meshlab to convert my .Obj to a .STL so I could load it into Netfabb. Netfabb seems to have quite a few uses (at least the paid for version does). But one thing it can do is take a format suited to a 3D printer (STL), and find flaws in the mesh. Things like hidden vertices, coplanar faces, inverted faces, lack of a closed volume.
And sure enough Netfabb showed the flaws that blender wouldn't:
So I decided to take a walk around the level with the flipped faces fixed, the room did look better (slightly) but as I walked I saw something with the flickering faces. The majority of them seemed to be triangles, and then it occurred to me. I hadn't triangulated the mesh!
So I went into Sketchup and checked the triangulate mesh options on the exporter and voila:
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Perfecto |
However it's exciting to have a room to walk around in instead of just a flat plane. One step closer to realising my dream!
Sketchup plugins used:
FredoScale
FredoScale
Cleanup
Joint Push Pull
1001bit tools
Buildedge
You can find all these from the sketchup plugin warehouse or sketchucation.
Looks good! Been thinking of using Sketchup for very basic models to import into CryEngine or Hammer, I remember I tried a while ago and I got some boxes into CE with working collision and correct shadowing, but I never got textures to work properly.
ReplyDeleteI wouldn't use sketchup for the texturing side of it purely because of the lack of UV layouts, I'd move into blender myself but there is software that just does UV texturing of models you could use (don't know any examples off the top of my head but it does exist).
ReplyDelete